Parallel volume-rendering algorithm performance on mesh-connected multicomputers

U. Neumann
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引用次数: 92

Abstract

This work examines the network performance of mesh-connected multicomputers applied to parallel volume rendering algorithms. This issue has not been addressed in papers describing particular parallel implementations, but is pertinent to anyone designing or implementing parallel rendering algorithms. Parallel volume rendering algorithms fall into two main classes-image and object partitions. Communication requirements for algorithms in these classes are analyzed. Network performance for these algorithms is estimated by using an existing model of mesh network behavior. The performance estimates are verified by tests on the Touchstone Delta. The results indicate that, for a fixed screen size, the performance of 2D mesh networks scales very well then used with object partition algorithms-the time required for communication actually decreases as the data and system sizes increase. A Touchstone Delta implementation of an object partition algorithm is briefly described to illustrate the algorithm's low communication requirements.
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网格连接多计算机上并行体绘制算法的性能
这项工作检查了应用于并行体绘制算法的网格连接多计算机的网络性能。这个问题还没有在描述特定并行实现的论文中得到解决,但它与任何设计或实现并行渲染算法的人都有关。并行体绘制算法分为两大类:图像分区和对象分区。分析了这些类中算法的通信需求。这些算法的网络性能通过使用现有的网状网络行为模型来估计。通过在Touchstone Delta上的测试验证了性能估计。结果表明,对于固定的屏幕尺寸,2D网格网络的性能在使用对象划分算法时可以很好地扩展——通信所需的时间实际上随着数据和系统大小的增加而减少。简要描述了一种对象划分算法的Touchstone Delta实现,以说明该算法的低通信要求。
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